Dragon Knight Review – Fire / Water / Wind / Light / Dark
[Fire] | [Water] | [Wind] | [Light] | [Dark] [nextpage title=”Laika” img=”11114″]
- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +10%
- Lv.5 Damage +10%
- Lv.2 Damage + 10%
- Lv.3 Damage + 10%
- Lv.4 Cooltime turn -1
- Lv.5 Damage + 10%
- Lv.6 Cooltime turn -1
Awakened Stats
[easytable]Stat, 5★, 6★ Hp, 8115, 11040 Atk, 613, 834 Def, 420, 571 Spd, 100, 100 Crit Rate, 15%, 15% Crit Damage, 50%, 50% Resistance, 40%, 40% Accuracy, 0%, 0%[/easytable] [easytable]Pros, Cons Excellent damage, No AoE[/easytable] Rune Recommendations[2/4/6] [easytable]Early, Late Fatal/Blade (Atk%/Atk%/Atk%), Violent/Revenge (Atk%/Crit D%/Atk%)[/easytable] Rating [usrlist “Dungeon:4.5” “Arena Offense:4.5” “Arena Defense:4” “Guild War Offense:4.5” “Guild War Defense:4” “ToA:4.5”] Player Notes by Circlets General I don’t really have extensive information for Laika because he’s not as versatile as my other monsters and is not good enough to replace my other monsters on AO. Although I may not have a good use for him, he is still a really good attacker, and he has the capabilities of one or two shotting wind monsters on the enemy team. In addition, because of his passive skill, Noble Blood, he won’t hit glancing hits, which means he can still prove a threat to water monsters, and having a chance to stun enemies when they attack him is pretty useful. His leader skill is pretty niche, since it increases the defense of fire monsters by 50%, so if you have a fire team/fire monsters, especially ones that depends on defense (like Velajuel), he can definitely prove useful. Ultimately, if you need a reliable attacker against any element and have nobody SIGNIFICANTLY better to use, Laika will definitely fill and excel in that role. This concept also plays out in PVE: he’s a great attacker, but if you have monsters with more utility that can synergize better with the rest of the team, Laika isn’t necessary. Runes I wanted to utilize his first skill’s ability by inflicting DOT by landing a critical hit, so ideally, I would give him Rage/Blade runes. However, since I have terrible luck with Rage runes, I substituted them with Fatal. [/nextpage][nextpage title=”Chow” img=”11113″]- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +10%
- Lv.5 Damage +10%
- Lv.2 Damage + 10%
- Lv.3 Damage + 10%
- Lv.4 Cooltime turn -1
- Lv.5 Damage + 10%
- Lv.6 Cooltime turn -1
Awakened Stats
[easytable]Stat, 5★, 6★ Hp, 9570, 13005 Atk, 500, 681 Def, 436, 593 Spd, 100, 100 Crit Rate, 30%, 30% Crit Damage, 50%, 50% Resistance, 15%, 15% Accuracy, 0%, 0%[/easytable] [easytable]Pros, Cons Tanky, No AoE Decent damage with 2nd skill, [/easytable] Rune Recommendations[2/4/6] [easytable]Early, Late Energy x3 (Hp%/Crit R%/Hp%), Violent/Nemesis (Atk%/Crit D%/Hp%)[/easytable] Rating [usrlist “Dungeon:4.5” “Arena Offense:4” “Arena Defense:4” “Guild War Offense:4” “Guild War Defense:4” “ToA:4”] Player Notes by tim1290 If your stuck like alot of people on ToA floor 30 you know how strong Chow can be. He’s an awesome tank and does have some damage to work with. I have 4 energy runes on him and 2x blade, with crit being on slot 4 and hp% on slot 2&6. Super tank in dungeons and he’s deffenetly placed in my arena defense team =) [/nextpage][nextpage title=”Leo” img=”11112″]- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +10%
- Lv.5 Damage +10%
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Cooltime Turn -1
- Lv.5 Damage +10%
- Lv.6 Cooltime Turn -1
Awakened Stats
[easytable]Stat, 5★, 6★ Hp, 8715, 11850 Atk, 525, 714 Def, 468, 637 Spd, 100, 100 Crit Rate, 15%, 15% Crit Damage, 50%, 50% Resistance, 40%, 40% Accuracy, 0%, 0%[/easytable] [easytable]Pros, Cons Negates speedy teams in the arena, No AoE[/easytable] Rune Recommendations[2/4/6] [easytable]Early, Late Fatal/Blade (Atk%/Atk%/Atk%), Violent/Nemesis (Atk%/Crit D%/Atk%)[/easytable] Rating [usrlist “Dungeon:3.5” “Arena Offense:4” “Arena Defense:4” “Guild War Offense:4” “Guild War Defense:4” “ToA:3.5”] Player notes by Markdang Wind Dragon Knight (A) – Not too useful unless combo’d with Copper or similar DEF based attacks. In AO Speed still determines who goes first so a team ignoring speed is still a lot worse than speed teams though Chloe/Leo/Copper/Megan is quite an effective comp till 1600 – 1700’s. [/nextpage][nextpage title=”Jager” img=”11111″]- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +10%
- Lv.5 Damage +10%
- Lv.2 Damage + 10%
- Lv.3 Damage + 10%
- Lv.4 Cooltime turn -1
- Lv.5 Damage + 10%
- Lv.6 Cooltime turn -1
Awakened Stats
[easytable]Stat, 5★, 6★ Hp, 9330, 12675 Atk, 492, 670 Def, 460, 626 Spd, 100, 100 Crit Rate, 30%, 30% Crit Damage, 50%, 50% Resistance, 15%, 15% Accuracy, 0%, 0%[/easytable] [easytable]Pros, Cons Excellent Tank, No AoE[/easytable] Rune Recommendations[2/4/6] [easytable]Early, Late Fatal/Blade (Atk%/Atk%/Atk%), Violent/Revenge (Atk%/Crit D%/Atk%)[/easytable] Rating [usrlist “Dungeon:3.5” “Arena Offense:4” “Arena Defense:3.5” “Guild War Offense:4” “Guild War Defense:3.5” “ToA:3.5”] Player notes by Zero720 So i pulled from from a wish and was super excited, but after reading through his skills and noticing that he is an HP type i kinda lost hope. His first skill hits and enemy and if it lands as a crit it will apply 2 stacks of continuous damage. His second skill has a 4 turn CD but can be reduced to 2 turns and deals increased damage depending on the number of dead allies. His third skill is a passive which is very unclear. It says he gains immunity to inability effects, and increases your attack power by 15% each time your allies become incapacitated. I’m not sure what it means be inability effects (stuns? freeze? sleep?) and what does incapacitated mean? After a Google search it looks like reduction effects like reduced defense, attack power and speed. This may seem nice but seeing as his attack at lvl 40 is 670 which is super low I’m not sure how useful this passive is. Finally his passive is 50% to light monsters defense. And his awakening bonus is 15% crit rate. I havent really tried him out much because i thought he was a lost cause but now that ive done a bit more research i might experiment more with his passive and see what happens. If his attack power increases by 45% when a crystal reduces attack of all allies that would be awesome. As for runes i was told to go violent and blade to proc that 2 turn continuous damage. Another build which ive been thinking is making a light AD with lots of defense and an ahman. Also i dont think that the passive will increase his total attack power but instead just the base stat so fatal might not be worth it. I also saw a post a few weeks ago about another redditor pulling a light dragon knight u/bubu144 [/nextpage][nextpage title=”Ragdoll” img=”11110″]- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +10%
- Lv.5 Damage +10%
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Cooltime Turn -1
- Lv.5 Damage +10%
- Lv.6 Cooltime Turn -1